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Mechanics and variants

1Survival horror and limited defensesOverview and example ↗Limited defenses turn threatening encounters into choices between resistance, avoidance and spending a scarce reserve.4

Mechanic variants

  • Ammunition limits direct confrontations.
  • Gunfire noise attracts additional threats.
  • Consumables create a brief safety window.
  • Injuries reduce options for subsequent escape.

Design example. The last round clears a passage but attracts an opponent from another wing. Prototype check: Test completion with the minimum viable supplies, including avoidance of optional combat.

Context and sources: Frictional Games: Amnesia
2Hiding and escaping from threatsOverview and example ↗Hiding preserves uncertainty about position, while escape requires breaking contact and finding a safe next move.4

Mechanic variants

  • Hiding blocks vision but does not remove noise.
  • Held breath limits motionless hiding time.
  • Decoys shift attention to another room.
  • Moving between shelters creates exposure windows.

Design example. A player hides behind shelving and moves under machinery noise to reach a door. Prototype check: Test that searching follows threat observations rather than permanent knowledge of player position.

Context and sources: Frictional Games: Amnesia
3Psychological horror and uncertaintyOverview and example ↗Uncertainty requires interpreting incomplete signals while preserving doubt without arbitrarily invalidating every rule.4

Mechanic variants

  • Conflicting signals permit several explanations.
  • Repeated scenes alter one meaningful detail.
  • Limited sources have testable reliability.
  • Consequences distinguish threats from appearances.

Design example. Footsteps may be echoes, but a later open door provides independent evidence of a presence. Prototype check: Test whether careful observation remains useful after unreliable perception has been revealed.

Context and sources: Frictional Games: Amnesia
4Anomaly hunting and detecting changesOverview and example ↗Players compare a familiar place with its current state and decide whether a change is a meaningful anomaly.4

Mechanic variants

  • Baseline scenes provide time to learn normality.
  • Object changes violate a learned expectation.
  • Reporting rules set the cost of false alarms.
  • New cycles test a different feature type.

Design example. An evacuation arrow changes direction on a familiar floor while the furniture remains unchanged. Prototype check: Test anomaly visibility across resolutions and exclude incidental lighting variation from valid answers.

Context and sources: Frictional Games: Amnesia
5Pursuers and adaptive behaviorOverview and example ↗A pursuer selects behavior from observations and memory, making habitual escape methods less reliable through adaptation.4

Mechanic variants

  • Memory raises interest in a previously used hiding place.
  • Hearing creates a last known search region.
  • Flanking changes routes when a direct path closes.
  • Adaptation limits preserve counterplay.

Design example. Repeated closet escapes make a pursuer check closets more often without knowing the correct one. Prototype check: Test learning from available observations only and preserve another viable way to escape.

Context and sources: Frictional Games: Amnesia
6Sanctuaries, respite and tension cyclesOverview and example ↗Respite reduces immediate risk and restores planning time; leaving safety reintroduces uncertainty.4

Mechanic variants

  • Clear boundaries separate shelter from danger.
  • Limited supplies prevent free complete recovery.
  • Short safe loops provide time to interpret events.
  • Breached sanctuaries signal a changed rule beforehand.

Design example. A lit control room allows map reading, but fuel for the next excursion remains limited. Prototype check: Test recognition of respite and the ability to stop a session comfortably inside a sanctuary.

Context and sources: Frictional Games: Amnesia
7Sensory limitations and incomplete informationOverview and example ↗A constrained perception channel changes information gathering, increasing the value of available signals and verification.4

Mechanic variants

  • Light cones restrict the visible sector.
  • Noise masks a quiet approaching threat.
  • Instruments display traces with a delay.
  • Alternative channels preserve essential accessibility.

Design example. An instrument detects motion behind a wall but updates slowly and shows no exact creature shape. Prototype check: Test essential signal readability with accessibility settings and decorative effects disabled.

Context and sources: Frictional Games: Amnesia
8Cooperative horror and group riskOverview and example ↗Group risk arises from split tasks, mutual dependence and limited communication while under threat.4

Mechanic variants

  • Splitting speeds objectives at the cost of support.
  • Communication noise exposes the team.
  • Rescue forces a shared route change.
  • Shared resources require coordinated spending.

Design example. One participant starts a basement generator while others hold a door and report the approaching threat. Prototype check: Test recovery after a disconnect and useful actions for a participant left alone.

Context and sources: Frictional Games: Amnesia

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

  • Frictional Games: Amnesia

    Developer overview of exploration, uncertainty, hiding and escape as responses to threats; not evidence for every proposed variant.

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